'Project Overview'

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"A little bit of Bricolage" by Miguel Madaíl de Freitas


Texturing, Lighting and Rendering

Texturing for this scene was very simple. I just applied simple uvw maps, no unwrap was done which was very fast. Again, this was possible due to the quality of the textures present in the CDs, which I found, that could be used straight "out of the box". Almost every object has a colour texture along with its corresponding bump texture. Here are the pillow textures:

These are fully tiling, so i didnt have any work to apply them!
The only thing that deserves a little notice are the vases and the floor. The vase at the pillar are these textures

The vase in the right side of the picture is a simple brown tint of this stone textureThe only thing to notice is that i used displacement to make the plant out of the model. Here's the map and result:

resulting model.
The same was made for the floor. A simple bump wouldnt look realistic, so i used the floor's bump texture to displace the mesh

Lighting and Rendering

I used Vray Render in my scene to render global illumination with HDRI, and specially, because it has a very nice and fast displacement technique. Vray it's very fast, even in low resolution GI setting, you get pretty good results. Having this, I only wanted to have light at specific points in my scene, and let GI do the rest (lazy). I added omni lights with specific attenuation limits to simulate candle and lamplight. I wanted soft shadows so I turned on area shadows, which makes the scene a lot more realistic. Here's a simple wire to show the lights position: I also made use of translucency, or if you like, sub-surface scattering on the candles to have light scattering through the object's density. Rendering was pretty much a linear operation. I normally begin by applying a grey/white material to all objects and render.This way I can test how nicely the overall lighting will be. Here's a little tip that I

use when possible.Imagine you have already textured your scene, and have lots of materials. Of course you wont just go and apply a grey material to all objects and then reapply one by one...two choices depending on the size of the scene. First: group everything - duplicate groups - hide original - apply grey to copied group. You still have your original intact. If this is difficult due to the size of the scene (ram problems), you do this: save as other file - apply grey to all objects, adjust lighting - when lights are ok, simply merge them to original scene...Very very easy:) Here's my light test with grey materials: After having all lights and materials correct, i just hit render button and wait:) This scene took about 2:30 hours to render at 1024 wide resolution. It has high GI settings and high area shadows samples. 3S and gloss refractions were other speed limits to the render.
After rendering my image I opened it in PhotoShop and made a few changes, like some brightness correction, noise adding. I added a duplicate layer of my picture and set it to screen mode, and then I made a threshold of it to get a contrasted black/white version of my picture in order to get a soft glow around parts of the picture that are brighter. After that, I just had to blur it a bit.Here's a wire and final image.

That's it about "A little bit of Bricolage" clean scene. Now let's get dirty and brake it all up!

 

This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link






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